public VoxelEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, EffectHelper.LoadShaderBytes("voxelShader")) { BatchTechnique = Techniques["Batch"]; InstancingTechnique = Techniques["Instancing"]; MeshTechnique = Techniques["Mesh"]; InstancingDepthTechnique = Techniques["InstancingDepth"]; InstancingWithShadowTechnique = Techniques["InstancingWithShadow"]; InstancingShadowMapTechnique = Techniques["InstancingShadowMap"]; _paletteParam = Parameters["Palette"]; _positionParam = Parameters["ChunkPosition"]; _viewParam = Parameters["View"]; _projectionParam = Parameters["Projection"]; _dirLightMatrixParam = Parameters["DirectionalLightMatrix"]; _lightDirParam = Parameters["LightDirection"]; _diffuseLightParam = Parameters["DiffuseLight"]; _ambientLightParam = Parameters["AmbientLight"]; _shadowMapParam = Parameters["ShadowMap"]; Parameters["Normals"].SetValue(CubeBuilder.GetNormals()); }